DDA L3 Y2 - Grace C.

Banner design
Banner design was for the testing for the art style that still I can go with the art style, with the need to find the exact font for the entire banner was great, which I found Axel Scheffler for the base art style for the entire part for introducing the FMP theme for me and the people for the things



I did some searching up for the official website for the artist, and some of the font tutorial that I had got from other website, it feels familiar with the font that is built in for the Photoshop, with the editing twist when make into a layer.


When I was working on the banner in Photoshop, I focused on the text, which had to fit into the Wix site body and border, and added the style of Axel. It received a hand-drawn painting for the text and surroundings. The font used in Photoshop is “Wordy Diva,” available on the official Adobe website, it is close to the font I was look for. Then, I let the text be the layer so I can make the outline and colouring to the closest to the font that Axel had used for some of the children’s illustration books.



After finishing the banner, I got to test the size of the text at the middle of the Wix Site, one is too big to become a banner, one is right order, but still a bit too big, the last one was perfect, the nature was for the theme and testing for how I am going with the background and the entire illustration book. The whole banner feels small when putting in normal size, but in the background of the banner, it feels right on the centre.
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Riant display from Kontour (no date) Riant Display | Adobe Fonts. Available at: https://fonts.adobe.com/fonts/riant-display (Accessed: 12 March 2026).
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Axel Scheffler’s official website: Home (no date) ’s official website | Home. Available at: https://axelscheffler.com/ (Accessed: 12 March 2026).
Project progression
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Main Background: 95%
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Character sprite concept art: 83%
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UI and assets: 100%
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Animation (including sprites): 80%
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Official game intro slide: 100%
Main production
Game name - Artscaptale
Alt Game name (after Genocide route) - Design and Destinations
Game name idea
There are thoughts of the game name for the "What if...?" theme. it had certain elements from different media inspirations that had a lot of the possibility that had different fictions combine in one single title that is memorable for the best point of the included form of the game itself.
Game name possibility
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What If...?
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Design and Destinations - it is the final destination joke where there are nobody live in the end, with the design word cause it is mostly a lot of designs, the title only show after the player going on full genocide, the foreshadows that no body lives at the end, before resets the game save files. And yes Glinix is break the title fourth wall.
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Cloud of arts and designs - Most of the artwork will save on cloud or drive
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ArtyTale - based on my online name usually nickname as "Arty", then adding the Tale for make it more fairytale story.
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ArtiTale
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Talescape
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Artscaptale - Word combine of "Art", "Escape", and "Tales" into one word. The true title for the game.
In-Game Stuff
Other choices were shown in the rest of the illustration book, adding with the posters of multiple “brands collab”. It is based off from Pinocchio story and Undertale game play.
Game Machanic
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Can either spare or delete characters
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Freely roam after the segment of story
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Can interact with them one by one
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Side quest on involving character’s living.
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Spring from fictional world and real world with certain characters
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Portal warp
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Character sidekick
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Hints and hidden dialogues scattered in places for the findings
Battle Machanic
Other choices were shown in the rest of the illustration book, adding with the posters of multiple “brands collab”. It is based off from Pinocchio story and Undertale game play.
Game Ending
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Positive Ending (True Pacificist) – Spare all characters that existed, do all character side quests which has a lot of questioning of the character. The Great Fairy of Life grant all characters to life and going through a normal day.
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Natural Ending – play the game normally, nothing much happens in the game, the great fairy of life had some hesitations for acting on Grace and end her but let the rest live like normal, with the guilt that never let the character existed
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Bad ending (Genocide) – Achieved by delete all fictional characters from existences out of Grace’s will. (Also, Grace took a completely different form, that is no longer Grace, it was different form of a monster that others describe.) Even The Great Fairy of Life was gone due to fear of Grace, left the keys that can “lead back to the real world”.
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Secret ending: Grace never left The Land of Fictional after The Great Fairy of Life gave the key to Grace, the team and every fictional character Grace has created never being real due to Grace does not want to left the place. This is more confirmations when at the doorway. And Grace started to lose touch of the real world and turn into the fictional character herself with the wish. Her family, people she met never seen her ever again, only Glinix deliver the bad news that Grace will never return from then on.
Story/Game Fact
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It can reset mid-run, but the characters can have Deja Vu when Grace save and reset every run.
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The Null represents from the players who play as the bad main for the entire run. (So, it acted as the player soul. And the Null = Glinix. This is the reason Glinix not appear for the story after the fictional characters were alive from The Great Fairy of Life, she is nearby.
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Speedrun the game leads to Lykke got to the bench with the rest of the team after Grace in the bench scene just to slow you down. [They got a bag of candy]
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Glinix is an adjacent to the Mary Sue characteristics, Sans, jiminy cricket, the “antagonist” of Undertale, she is everywhere that she teleports into, got a handful of jobs that works perfectly for some reason. She is an unnatural being of human from sciences project. (but no mix creature or some bs back story, it is hard to write her already)
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All fictional characters are tricked up humans and creatures, which means they did not have the physical body yet before being real from the magic from The Great Fairy of Life; if the creator deletes their info first, they only lose background story, they can change the appearances in different moment of the story and serve as a background character, but if both info and sprite without changing the background story or their appearances, they reduce to pixels, not death, delete like they never existed before.
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The Great Fairy of Life is the character that has the physical body and can transport between the Real world and The Land of Fictional.
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The background completely depends on the creator's mind and point of view, which has multiple places and lands that never explored, or just a simple world map that were in the real world. It was dependent on the creator’s deception of the world of fictional, but it only led to one place of the land of fictional which is the Void of Clouds.
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The Void of Clouds is a reference from digital drives saves like iCloud, Google Drive, One Drive, all symbols are the clouds or a box in sort, so that make sense the places is mostly clouds and feels like a safe place; all digital and traditional art saved in one place, managed by one team of people and The Great Fairy of Life as the boss and owner of the place, she also filtered and blocked all of Ai creations at all time when people attempts to use ai for “create” things.
Brushes and Brush settings (that I actually use)
There are a couple of factors of brushes and its settings that needed to be done when I do the project on Procreate, here is a couple of brushes I use for the production

I did switch between the collection of 'Drawing' pens and 'Painting' pens, which has mostly on the easier to be paint over each other and has the texture of the painting over of the characters, and there are a couple of the brushes are from the website called "Gumroad", there are two artists provide the brushes for free for Procreate, like clouds, chains, and fine liner brushes, it is useful when making fine line of the characters besides the already existed brushes in Procreate.

This is the Studio pen that is in the tool bar, actually build in the procreate, it was suppose to be wobbly when I draw fine line for the characters and background, I edited the pen’s setting to more stable, amount, and pressure on Procreate, where I increace the setting at around 20%:37% amount of stable, amount, and pressure of the pen. The reason is stablise my line art of the characters and objects within every line I draw with the pen, making clean lines without the sketchy line when I finalise the art piece of the characters.
Game name Design
The game name design has me choosing which fonts and designs for the game logo, which was lots of the idea has for the Sandbox openworld RPG, a lot of the idea is on the more fun and has easier to capture the people's attentions on the spot.

During the productions, I choose the fonts for the game name design, and also focused on the actual art design, it had the visions on what I can done for the design of the name. Which adding a lot of the fonts and simple design for the whole thing in the

There are some of my favourites in the whole sheet of the font design which is put at the bottom, one of them were the drawing as the landscape part of them, which it have some reasonable part of the whole

This is the entire sheet of the logo ideas for the game name, which has a lot of tone switch depends on the fonts and the appearances, and the best one is at the bottom of the sheet which has the purple background and the yellow text I draw, and the font at the top of the pixelated font, it has the pointy ending on each end of the letter and has the set the tone for like being the randomness on fictional characters that existed in real.


These two logo is the final choice since it depicted on how they are represents the balance on reality warpping on the MC's perspective, also multiple artists mind which have them misremeber reality that is on there for a while.
Main cast
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Grace Cheung – the female lead of the team, she is with Lykke, Maverick, and Edward, helping them and more fictional characters gain the spot in the real world beside exited in the world of fictions, also she is not much of a talker during the story despite she is curious about the fictional characters she created. (age 18)
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Glinix/The Null – The character brought from the last story of "The Life of Creative". She is complex, she was a normal teen and changed with the experimenting, she had powers that the players can control for the game, like save and reload, restart the game save, remove characters into pixels. She did it too many times, people known about her. (age 20)
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Lykke Godt (in team) - Designs based on building blocks brands, especially Lego. They were a boy and confused on gender identity before since they don't feel true for themselves for a while. This is what they are themselves and not comfortable talk about the experiment of transitioning to a spectrum of non-binary and hoping people understands them. (Age 21)
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Maverick Fleetwood (in team) - Design based on drum set, he is slightly immature and soft in nature despite his overall; he can change for personal growth every moment within Grace's team and through the journey. He is a drummer and wants to be big famous even though there are clouds on his social media page. And he got soft on words and actions when hanging out with Grace. (age 22)
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Que Yu (Edward) Ting – Designed base on the Mahjong set, he is the smart and the backbone of the team, helping with some of the decisions, close with Lykke and Maverick, he joins in for how Maverick and Lykke take a liking on Grace. (age 26)
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The Great Fairy of Life – She is the goddess of manage the life of all fictional character in The Void of Clouds, she actively hates on generated ai and badly written characters after knowing the up rise of AI since 2022 from her secretary. She is also the owner and the boss in The Void of Clouds. She has to daily checks on her employees list in the team and have taken care of them for their schedule and routines without missing the beat, letting them take breaks in between, serving them as the mother role. (immortal)
Fun Fact
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Grace is based on the creator herself, like looks, some of her personalities, career paths when she was 18, her important information, story, nationality, and habits.
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Grace’s full name, Yan Lok, which means grace and happy. (so there is nothing much change for her English name)
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Lykke’s name, Lykke Godt, is references on LEGO original brand name, Leg Godt, which means “play well”, and the name Lykke is the Danish name relates to happy and fun. Also, Lykke is Danish.
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Lykke’s right arm can change into different custom build, which means everything design for their right arm count as canon.
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Lykke’s gender was intended to be a boy, but the creator changes their gender identity to be Agender (under the umbrella of non-binary), since Lego brands were for all genders and ages; this is why all their descriptions are they/them, that’s why they are insecure about talking about their transitions.
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Maverick was originally inspired from Hobie, but after the comment where he look like Clawdeen Wolf but have more change, so he got a lot of sass and slight bossy look from him, even though he could be soft when meet someone he loves. (beside the fact his design is based on drum sets)
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Maverick has an ex whose gender is non-binary. (He is bisexual)
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Edward’s full name, Que Yu, is mean Sparrow and treasure in different word, at beside Street Fighter character, Mahjong is his main based off.
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Edward is the oldest of the cast, who is 26 years old.
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The Great Fairy of Life is a title earned from the selected female/male/non-binary lead that the council has decided, the council never judge their appearances but their opinions of art and life form.
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The Great Fairy of Life title is only earned from the people of more mature in mentally, has awareness of everything and supports them (most of them), has shown less anger on everything. The title also limited on age that enter in the title, usually around 20s to 50s. (also access immortality that never died. It is getting boring for long way)
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Even though The Great Fairy of Life is immortal in age and cannot catch any life threating decease, she can be pass out and exhausted from hunger, lack of sleep, overworking her body limit, lack of drinking. Also, she can get some memory out from her head and store in the clouds aside if she wants to rerun the series or books, shows, or video game as being the first-time experiences.
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The Great Fairy of Life real name is Lucy, and there are many small names from workers like “Lady of Life”, “Fairy of Life”.
Side characters
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Pernell Strike – a boxing dummy, he was the way for a fight tutorial with Izzie and Bently. Also he is a professional boxers and the tutor of the future boxers and fighters (age: 34)
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Izzie – she is at Bently side for a tutorial team fight with others. (age: 30)
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Bently – The support character when have a tutorial team fight with Izzie (age: 35)
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Greta Gifford – the shop owner of the “Between Shop” (age: 29)
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Carol – Glenna's half-sister. Fun fact: she was supposed to be the character from Identity V (title changed to “Identify V” in the story for avoid copyright), then have the change a lot of lore about her during Grace’s teenage years.
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Glenna – the older half-sister of Carol (age 28)
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Geralda
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Norberto (age
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Jahnavi Gifford – she is a scientist for creating one superhuman, Glinix. Which thinking that she was not suppose the best way when Glinix slipped through the real world.
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Bruce (the oldest of the circus, twin of Kaylee) -the ringleader of the circus. (I done him and his sisters in other projects since2023. In short. they are growing up around famous, rich, and high status of characters, spoiled with a lot of money and status at start, but they are not rotten and stay connected like normal.) (Inspired from Lollie from "The princess and The Frog")
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Kaylee (second sibling of the circus, twin of Bruce) - she is the actor for the circus, and had the time for insights for the
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Rosabel (youngest siblings of the circus)
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Brian Vos (age 19) - the younger brother of Asher, has the unresolved curse from the elderberry forest, and growing up, he only show a couple of things like komodo dragon even though most of his body was a human
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Asher Vos (age 22)
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Luca – the lead of the rock pop band, Elsacape. (age 30)
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Luke
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Kambili – The drummer of the band
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Brilhart Fuchs – The guitarist of the band, she also the one only wears gyaru for concerts and events.
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Geralda
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Norberto
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Unnamed fictional characters – they were created under multiple artists; they are only visible to the artists and those who were wish was granted. They all also roaming around the places in the In-between Villages, Fictional World, and the amusement park.
Grace (lead character)

When making her character sheet, there are not much going one with how she gonna look like, and when I took out her head accessory, she looks like the most basic character at the background, so I kept the ribbon head accessory for easy identity from characters that I got, and most of the characters I designed have accessories and overall that make people memorable from each other.

Character sheet is an important thing for me to references during the production of the illustration, by overall clothes, the structure and the layout for how they will appeared in the illustrations. It make things easier when making consistency for them on appearances, and had to done on advance before making the story up. I then also change their design if I found the proportions are not correct.


Lykke's design was suppose to be had a suit around them, I thought that was too formal for the character since their inspirations was from building blocks and LEGO, which was targeted on all ages demographic. I changed for more a bundle of building blocks together around the character, which make more senses for have the whimsical, fun and colourful character as seems to the people. There were the more building blocks on the shoulder and the waist that I do not do that now since these are unnecessary on the design, and it is slightly distracting on the design.


The character sheet on the left is the first one I done, there are some of the issues on how they look, which is too much to handle at ones even thought there are only four colours in the character clothing and the accessories, so I did select a few notable in character design like the customise limb and the assesories on the hair to put the final design on the right.
I then took inspirations from The LEGO movie protagonists for the hair design, colour schemes, and the mindset of being free from creating things without an instruction, then slightly redesigned to match the LEGO mini figure yet kept the heel that is inspired from the brick saparater since it is iconic and visual appeal in character design for the people's eyes and easier to be animated on Procreate for walk cycle.

Maverick's design also had different part of the drums or drum adjacent, like the Cajon drum box as the knee part (and change to part of his trousers at the final design). The main body was the drum kit design part. I was also thought of the belt could be the "taiko-no-tatsujin" drum set, but reduce to the more like a rock star drums. This is why he got the leather vest for his design and kept as the final design.
This is way better fitting in the 80s rock star characteristics on the character that I added, which also added the sas

Maverick end up with the most complicated character design compare to Lykke, which moslty had stripes on the legs which makes me confuse for how I am going to make consistencies on animations and posters for the character, and the overall colour is memoising at the best with the scheme of 60:20:10:10 on the three colours, even thought I use different shades of colours ever moment. The last design with the stripes are iconic for the characters so I kept in the design.


I then use the third one as the base model and had to do some of the re-adjusting and improvements overall for the character, adding that it can be important if the character show more on the sassed up character on him, I then use greyscale for the eaiser to colour with overlay on the grey colour with minimum shading on him.



A few more of the character design for the side characters, mostly based with different objects that they were from. In order is couch bed, the fancy cylinder tissue box, the Mahjong set, and the boxing dummy, I had other design ideas for the characters for either changed up for the final part. I did consider them as part of the team, and had a lot of the designs can be abandoned even though they are such a good idea for them.


Bently is the quickest character to be designed in Procreate, inspire the minalist character design from the couch bed, and this is his first design for the clothes and the overall in character, and I set his body type in a plus-size man as in a comfortable and approachable way for the audiances. I also adding the eye cover on his head for the best of the character of comforting when laying around the place.


Some require of duplicating on the overall shape when fitting in the similar body shape and creatures that they were related to, some where needed to photo bashed in some detail, make me easier and faster to finished on certain part of the character sheet and the production for the game design. And after I finished the character sheet, I usually merge them into one places for a smaller size on the files. I did also photo bash the fancy dress as the.
There is a decisions for the dress of one of the side character Izzie, which is beside the fancy cylinder; the radio tissue paper makes her looks like a robot, a bit simplistic, another is the crafts tissue paper, had more customisations for the dress since there are more creative control that I had.



Pernell's design is one of the easiest to be designed from all the cast I had done, referenced from the Punch Out characters even thought he is from the boxing dummy, adding his design was additional spikes inspired from some of the boss characters that with boxing glove like Bowser's hat from Mario Odyssey (which has boxing gloves in the hat).


There is also the differences when changing the character design with additional detail with the character overall, which happened in the crash dummy character, even though he is inspired from the Punch Out series character and the boxing dummy.


Que Yu is later been cast as the main cast, to be honest, I do not think much about how he will get pointed out much but with the colour scheme of pink, green and yellow green.
The design was a bit longer since there are some consistencies on the patterns with the clothe with some clothes' physics on the loose clothing. I also had change the pose for him to test out the fabric physics of his clothes, mainly for his sleeves, important for testing clothing physics when characters move their limbs when there are clothes were make any shapes.


This is the first design of The Great Fairy of Life, the idea was she is a short girl who still practising magic to bring all fictional character to life, and her eyes are more innocent at all, also I did base model on Identity V, which she looks sharp in every angle and limb at wise.


And of course, I did change her for mature on character and more look like she age stayed at around 30s to 50s, I also change what she is based off, which is The blue fairy from the original Disney classic Pinocchio and Rosalina from Super Mario, it is blue gown/dress and blond hair, it is a trope for magical fairies and goddess who is high positions.

Glinix is the last main cast that I can make into the character sheet, I did do for the memorise on her appearances and her colour scheme, the right one is better for representing her when put into the game and had putting into details like adding metallic reflections from her chest. The reason I do her character sheet is to easy to isolate all the official art pieces as references, I grab these for the colour picking and examples for making mulitple parts of either animations or game whise.
Character Info sheet and official sprite
The plan for the character sprite sheet is separate what I had done testing on the characters with the art form at the character height comparison. Right there, I can finalised their appearances and the canon overall for the in game design; besides I was thinking put them into one of the categories where there are notes that what had Grace learnt about the fictional characters that she created that she never written before, showing that first hand learning from others is the best besides writing about them. There are three parts, the name and avatar, the slight info about them, and the descriptions with the 360 angle of them. There are three colour that bright and contrast to each other, this is important for the separating the informations, sprites and the overall for the character.


The first example is The Great Fairy of Life, she is the easiest to be putting in informations with the sprites. Then I did the work for the layout on sketching for the whole body with the matching descriptions, take a while to handle with the pixel art version of her.
As the colour technique, I did the same as the last couple of game artwork; first get the colours first at the back layer of the sketch, combined it, then finalised it with the rendering of the character, or having do the extra steps with the final line art from the first line art, combined it and render the shading, the textures, and the lighting.
After that, I testing other poses of the character, it was the idea to focused on selecting which post was the best for getting through with the animations, it also getting through similar process for getting the final line art done and had the rendering stunning. I had changed my mind for the design of The Great Fairy of Life, then adding the ribbon on her.
The talking sprite is need and it was came from the front view of the character, I was intended to be develop the fully rendered character in the screen for putting them into the textbox UI of the game.

There were couple of changes when put the Procreate files into Photoshop files, first on obviously was editing extra layers by adding eye motions with separate on eye lids and eye balls, it is important when editing on After Effects for the slight animation movement when showing the character movements. (Like a Pokedex)

There were some times where I had to choose between pixel art or detailed character sprite when making the character sprite, but I had changed my mind for had the artwork to mimic the feelings of pixel art working, it feels right in my eye since they are surprisingly hight resolutions as the pixel art since I did that intentionally for the mimic art style.
Unfortunately, I got the files for the character info lose due to technical issue with my Ipad which requires to factory resets to redo the process, but one of the info sheets live which is the Great Fairy of Life, it is as the blue print for all the backgrounds for the character designs, and the only thing I can do is the make the character ideal format and put them in the same background with different poses and animations, I also save the character sheets and the concept arts of the characters on the Macbook so it is not much damage on progress. (Except need to catch on for the background designs.)


And fortunately, I got the backup on the macbook so I can catch up most of the things that is from the concept art, sketches, character sheets, and do most of their overalls first before bringing up with the character official art piece together before upload as PSD file for photoshop and have the time for editing their positions.
They had the right position in the sketched outline for the characters and had some lighter colour to remember what colour that they have on before adding the actual edited sprite that I done on the isotope sprite of them, I consider keeping the edited original sprite for further editing for poses on posters, official art, and dialogue box sprites, save some of the time that I had for the character.


Then I had to fixing up the official character sprites for the main cast, adding eye sockets and eye lids for them to make blinking animations when I put them in After Effects, it can take an hour and half just for separating all of the parts, fixing up the shading and the tone of the characters' body language for better silhouettes when look at the info of them, and gathering the facts about them when the story progresses.
I also focus on what I can animate on After Effects.

A few adjustments I can make was the art style was adapting more softer and more hand painted on the character sprites that I can make into animations at ones, it also makes have a height measurements and comparison to make animations lot easier when doing animations sprites for them. At the same time I wonder of testing out the blending with pixel art with the art style Axel Shuffler create character, despite my characters had complicating designs and patterns, and take a short time for making them.
I then use the character sheets that I created weeks ago as references when making the whole body, make sure the proportions are right on the characters, and can tell for the fact where I can make the characters right on track.

This is the coloured version of them, which I later be edited them into full detail. Not the best impression of making the full sprite of the characters in a pixel, so I change the idea for making some more softer looking on them.
I mean Lykke looks pretty great for the pixelated look on them since there are a important thing in the whole story of the game



First, it is making them all round and puffy at best from the original, making sure that they have the perfect outline for the four angles of the sprites then I duplicate one layer and adjust to the isotope angle which had some of the notorious angle when comes to having a bit of challenges since three of the four characters with don't have the complimentary, so I take a creative way to select for needed to be switch places for the places, and flip the side for a bit editing for the character overall within different layer, additionally, I got a lot of the time with the project that is included for the animation for the character sprites.
The reason about making them in an isotopic view on every angle is to let the audiences know that they are controlling the characters all along, it also gives the placement of the storybook view for the characters, I only show Grace with all walking because their height comparison can block the view on Grace. (similar how Super Mario RPG which only present Mario at gameplay but the team will appeared when a cutscene start)
The Great Fairy of Life has some of the simple colour pallettes for the overall, yet has some of the important designs for the character that can draw in as the official sprite in the part, mostly I got was about the appearances of the character, and getting through with the point that she has not much of the major change of the character design much as I thought she would.
But it is simple overall dress gown for flexibility, and has the overall like Rosalina from Super Mario even though she does not act like much about her.

This is the concept art of the main cast team, and there were some errors for some of the character designs and there are some of the changes needed to be make for testing on pixel art and Axel Shuffler's style on a couple of weeks when I preparing the pitch and final with the idea of the art style.

This is after the pitch, and I had edit the characters to looks the same in every angle, and I was planning to making the isotopic angle for all four of them, including the walk cycle and some more small animations for them for that, including testing for the in-battle sprite and the explorations of the game. And have the time for change them for more rounder and softer features for them to match the theme for the character overall.








This was all the results for the main cast, and there are comparisons for how I am going put in for the final animations for them with the consistent rate of movement. Either the complicating walk cycle with adjusting the joints of the characters in 7 frames per second or having them walk in 5 frame per second for only keyframes of the walk cycle.

The Great Fairy of Life has I kept was mostly for the hair and the body shape like a tired mother even thought she is immortal from the death, I did that because most of her work which look after what all fictional characters life is doing, the reason she designed like this is I had to think of a motherly approachable character
Official Art of the character sprite.

This is the first official art of the character before the editing on Photoshop, mainly focus on the key factor like head, arms and legs, and the body, I then thinking about how I can change for better poses and have some more expressions on them with eyebrows, eyes, and the eye lids since it is the most expressive on the character.



These three are the edited version of the official art of the character, mostly are revered back to the normal position of the character, mostly on more focus on small fixes on the character limbs and expressions for more softer look without much intimate the viewers when open the character info or just look at them.
Character info sheet






This is the original info sheet I was suppose to be make into when design characters in pixel art, and it not went well for how the characters are animate in consistencies in pixel art format, it also force me to had focus on small details on every pixel possible, so the pixel art sprite are abandoned during the production of the game art.






Then I edited to matching the rest of the main cast after editing the cord of their info and their official sprite that they going to make as the animations in After Effects, mostly were small adjustments on ideal animation of the characters with in the info, also probably in the normal selections scenes. I did lay a couple of fun facts of the characters which make how the characters looks and how the general audiences will react for how the character was presents in the actual game.

I did adding the fun fact about The Great Fairy of Life for purpose that if people not confused about how the character was written and what is the limit on how the character role could be. A couple of facts is that the title of the role was earned with in 20s to 50s age range with the open mind for everything and everyone around, also gain the ability for teleportation in persist locations with portals and immortality for that (which is boring for people and sad to see someone they care go).




I then did the character info for that, I uniquely thought of making animations of the character sprites for the info sheet, before the actual changes of adding more rigging layers for the character animation. First, I connect the layers in layers for easier to track for animations on the character, then I am just do the first 15 seconds of movement of the character which is a bit of though of how the characters for only the limbs and the parts of the hair for animations, it is a simple animations; then they all set to loop animations with the time remapping and the command of ‘LoopOut()’ for repeating animations for all.

Even thought outside of college, I do not have the paid Adobe subscriptions for After Effects and Photoshop, but I found the great alternatives for that to happen, and it is free, it is name Cavalry, an animate software that is an alternative to After Effects, has the similar functions and commands for how the animations works, at least some of the animations, I am still learning how the full potentials.
I put the PNG files of the lead cast, and had the time for adjusting the work for the animations on Cavalry, it is a hard work for how the scene is going to work in the way, I also can group specific part of the animations for connect them together if I am not putting layer on layer, it is a quicker to be animate in every layer in one compositions.
This is the end result of the animations I had done on Cavalry, it is awesome and it is similar to how I animate on After Effects with the slight twist on it, the colours is right, the animations is smooth, and the frame rate is at 15 frames per second on best for matching the frame rate of the game.
This is the character info sheet that I had animated on After Effects, mainly from the actual sources from Photoshop, I did just using the repeating animations on the
This is the character info sheet that I had reanimated on After Effects, focusing on the main cast and their info sheet for how they were look in official art, I am just updated on the sheet and the character overall for how they
Side characters
Then there is the redesigns of the characters, a lot of characters were going to the process of redesigned from the original art that they had, first was Carol, she was supposed to be a fandom oc, but I later change her into the personal oc that adapt with the gothic art style with the children's book hof hand painted. And I aged her up for slightly bit mature in character with actual eyes beside the button eyes that became the goggles, the reason of redesign is just show how characters can be devloped in different art style, also the reason of testing how my art style had gorwn and changed over time.
I had also adding the rope texture on her hair, the reason was she was the originally a fandom oc of Identity V, the original lore behind was explained that she was the lost child and had grown there for a while, she had attempted to escaped, but also dragged her half-sister that is seraching her before going through a series of side missions before escaping the place, also she switch places with Grace and had series of adventures (from early 2022 to July 2023) before the actual story of the game take place (which is set at 2025 - 2026). She had changed over time and had the recover from the normal person again.


This after I redesign Carol as the character design, which focus on mostly on the cape designs and the shoes, and trying to designed her for more a mature look on her after the 4 years I had designed her, and more change from the original story she has from the original character list (include a lot of characters), the clothing colour are blue and pink as base design.
There is Carol, then there is Glenna who is the older sister of her, her original story meant to be just Carol's older half-sister (their story are tragic that their parents are died), then I write her story of being the retired military police from 10 years of serving due to injuries, also take care Carol with her wife who is a nurse also constant take care of Glenna and checking up injuries and mental health, and Carol; The redesign for her which I design Glenna to have toned and a rectangular body, also has wired personality that she tried her best.





There are some additional details for both of them where Carol has varsity on clothes and colours when get the redesigning, Glenna has me adjusting her face since she can be different possibility for change each time I drew her face in a different angle, and I practice for a bit before finalise in a diamond shaped head.

These two characters are slightly difficult on the wings and the face for references on different part of sprites and colours. I also focus more on the wing anatomy with how Alvan humanoids can be two types of wing hand; one is five fingers at front, or the whole wing is the hand, no excptions.

Original design

When sketching her design, I focus more on how I look on how she pose in the shop behind the counter, so it is important to acknowledge that she can lean over for the counter at one point. Which her top body is completely lean forward, and at front view is kind of off because of how her wings are in a way. (this is why in her official sprite, she lowers her arm and had to sit on the floor cause she canonically at 7ft 4 tall, also the height is because of the dragon body)
A bit of design history, Greta's design was suppose to be only two legs of dragon legs and a tail at her back, also has the cat ears; it is the most generic anime girl possible (as well as the most of the female casts back in 2021 to 2023), as long as I can change the design back in the early 2024 and now, I redesign her on the centaur but retain the dragon stuff because she looks good and easy on with the silhouette.


The second character is Jahnavi, she has similar character traits from Greta only for the dragon design wise, and give her a different colour scheme and an aquatic dragon for the dragon body, this is easier for me to figure how I am going to designed her into the best, also nothing much about the character since she is the side character of the game.

Glenna and Carol are next in the production to designed into the official sprite of them, I first get the character shapes from the character sheet, then I duplicated ones for the 3D feeling from the isotope view, adding back to their colour scheme and make the head more 3D at the same time make looks like an uncanny feeling of the 2D pan out view from them.
Then, I focus back on the googles for Carol’s usage, which has one big one small in lenses; it is an intentional design choice for how some character designs from Identity V have some inconsistanicies on eye size, also with some of the stop motion animations on character design too,which has uneven character facial features. I then shift over her head and redo for how the bandana lap over the head.
Glenna has a prosthetics due to the injuries, there is also the reason why there is a cain at the side, which supports her limping as well.



These there are two variants of the display on the character sprites which is show Carol and Glenna, which Carol had the googles on and off to showcase how she will be look like in two different part. The reason there are two sheet is for Carol's overall with the googles, and I doing more additional sprite of Glenna for the easier to iterate as the casual woman that take cares Carol a lot that is resting aside.


The third part are making them into separate beta sprite sheet, testing out more pose on them which beside the colours, the pose can be innovated at best in future, adding there are mainly the important point only for like a few scenes of them since Grace only there for regencies with theem in one cut scene.
Character sprite (In battle system)



There are some variants where there are in battle sprites, I'm just figure out how they are going to created since there are adaptaions of the art style I got is vary, also it was suppose to be a battle system concept, so there weren't much about the overall that I put on the characters, I put the least appearances of the two characters also I think they are more complicating because I had to count the feathers on their body and each part of them.
Then, I duplicate the merged layer that I done previously then I had to make the editing and rendering on the characters, adding deeper shads of colours as outline, having the different colour when I had more shade on the colour or goes to the opposed when gone with the lighter colour, adding depths of them, and the detail of the feathers on them. I then separate into different parts of joints for planning for rigging on their sprites, I then adding the joints of them with the same colour and the rendering that I had added on them.


In comparison on the character being look in the whole battle concept art, there are notable differences on being fully rendered and not rendered; before rendering, it felt raw and unfinished for the characters, and there are some of the divided line art that were obvious cut off, after rendering, it feels like butter on toast, there are finder details on the parts that were on the characters, more shiny, and more like an acrylic painted characters that were in some children's story book.
At the same time I had focus on the concept art on the battle system which has two parts on selecting what character should do when facing the characters.



There were a couple of the overall on different text layout of the concept art, with the info for the exact proper moment with character actions, the items we have, or straight up attacking on either of the encounters.
There are some more of the side character that had done before that have to change their position for the isotope placement, there were some finisied in other concept art, then has to change with their exact colour, adding back the details with the specific angle of the character, it is fun at all when the characters were already done from the character design. And after moving into Photoshop, I did some overall changes on the characters that is needed to separated to be easier to be animate on After Effects.



And I basically focus primary on overall sprite without any solid animation, and testing how they are appeared in the series, the colour is right on the spot where the character fit in the situation in the places like the village or the amusement park, I could had make a concpt art of these two areas for them, mainly put them in the exact spot where the main cast encountered them.
I stop there since I need to focus more on other sprites on main cast like poses, side character concept art (like just overall and clothing design), and concept art for the main game.
Creatures in game


Then there are some of the creatures and background that I had done during middle school era, it is a fan-made pokemon, so they are look like that, adding the types I was planned during middle school, most of them can be revamp and redone by the sprites that can fitting into the art style of the idea. of the game, it also save some of the time for figuring out what kind of humanoid characters or simple creatures that I can be done. Mostly inspired from the objects, animals, meaning of life and death of the surroundings, like the basic stuff.
The rabbit fanmon at the second sketches was suppose to be references on the needles, but now it is associated with rabbits that are the mostly used for some "animal tested" products like cosmetics, personal use, and household use, besides lab rats, mice and dogs, also I think rabbits are easy to know about the animal testing products, and have the poison/steel dual type is fitting for the toxicity and mostly metallic equipment that the things we use that went through animal testings.

These were the characters that were appeared in both Elderberry forest and The Land of Fictional for incorporated with the human characters existed in the places, they were based on Chinese Myths and dancers beside of being the fire water grass starters, also corporative with the humans since they existed, slowly become attach to civilisations in the cities and towns, which makes them look humanoid in two out of three of them.

There are more characters had been sketched out and lay the ideas from objects that exist in the universe. The right top was the stack of bowls with noodles, and the bottom was the plug and the charging port that had change the angle for a face, flower based characters, and the building block based ostrich. I got more span of the small character roster is great and had much on the randomness of the character design.

There are three different side characters that I can put into the background as the character, and they were designed from the words in Random Animal Generator website to let me roll the animal overall, with the though of being bless in looks or curse with that since it is a completely random from the website from any animal name possible, included the extinct ones too. I then research the animal online, and photo bash what they will look like combined at ones, there are some coating can be different like either fluffy, short haired, or just skin, so I put the exact image of the animal for study purpose for how the coat of the animal, also the colour are pick from another creature so I can utalise what I can done with the limited colour.
I then draw the outline and the actual concept art for the character, including the sprite in the characters for references for where they will look like when put into the game, done with the outline first then had the time for colour in the whole series of the games in the best part of the



This is the small creatures for different part of the
When I upload the side characters on Photoshop, I did fix a lot of the rendering, poses, and some of the final designs of some of the characters for better to be seen overall after finished on Procreate; then I saparated each parts for the animations for preparations for Photoshop, mostly are around the


There were some new characters that I had created for the animations testings for the fight scenes, mostly were consistencies on how they were appeared in the sections of areas. either like a forest or more common places that they can appeared in. Not much of the planned for how they will appeared, but I had the idea to test animations for them moving in ideal animations.

These above are the fixes on Photoshop, changing up the appearances and render them properly at last for the character, especially the flower duo, that they were used in the forest encounters and display as the animations in After Effects, I did also thought of their attack patterns are like target to the player but still misses if the player moves and dodges the attack.
The food bowl on the right was adding with the concept art, which was planned to be animated on After Effects for only sprite ideal animations for the encounter scenes, they are the easier to be animated since they can be puppeteer within After Effects.


I did reuse some of the oldest sketches as the creature characters, mostly are fan-made pokemon and some of the unknown characters that I had forgot after a few months, they were designed to be more settle with colours selections, the rabbit was mentioned at the sketches as the inspirations of needles and the aftermath of "animal testing" products, which let them has the most toxic on every part of its body even the physical touch for them for 2 minutes can have burning sensations for the characters.
The cloud creatures is the side of The Great Fairy of Life, they are an assistants and helper for her, also let them take role when The Great Fairy of Life takes a break, they don't had the name yet, but I called them "Bloud". (A combine word of 'blue' and 'cloud'.)


There are some side characters I had designed from scratch or directly from the older designs that I had created and remade into different variables of them, I tried me best for handling the quality of the character design, leaving the gap for me to choosing the best options for the colours, core design, or just for either display side characters at side of the backgrounds.
And Greta's isotopic sprite has to be separated for easier to be animate on After Effects also has the pin animation at the planning aside.
The shading and rendering on the characters are fabulous, it captures the water and crayon painting that use on some of the children/tween colour book, that gives out the texture that it got.

At one point when I focusing on design the background characters, I started to getting back for the older sketches I created months or years prior before this project, which getting less time for me to deal with all of the idea sketches.
One of them is the DJ player based character mixed with the actual human (even thought there are a couple of them out there already), I had think of they got a bit robotic on the technology for that since I connect the character on the famous band like "Draft Punk" and a bunch of electronic musicians.


All three of them are the testing on the overall for the character design testing, colour scheme, and the shading of the character, which can be stretche from different elements combined together when I decide to match together as the whole character design. I did also rendering the characters that is at the side of the placements.

There are some side characters I only done on character sheet and not planning any further development beside some of the posters that presents in the game, but they can be still mentions and chameos in the game background. This is the band named “Elscape” which normaly they were suppose to be appeared for the game and have screen time for them.
The characters were designed into different fashion, like rock pop, pop, and Gyaru, also the second character on the left is at trans-man, which is the fashion and the characterisitc being the society mole that is not noticeable and much in media representative, also connets to the band name “cold” and “escape”.
The only problem I got was their body shape, they are all had similar body shape, I can and will fix their body type and language for better character sheet, also will do make into a sprite for the original scene should had been working for them in the game.



When I had to redesign them, I focus more on the visual language on the character with the exact colour scheme of the characters, adding there are some more about their style more on slightly exaggerations and poses to represents their personality and what kind of stuff they are doing in one band.
I also think part of the body shape can be exaggerated for the character as ones for the whole like hair and had different eye shape, they are like a solid foundations for regoise a characters, and their fashions is came second since clothing can be extra to become a style, also as the recognisable as the character as seems memorable in different situations.



There are varients on the character design with a lot of the shifts on how they are visually presented in a way, also figure how they wil redesigned in hair style too, testing which one fits with their main body language of flow for the characters. Even if they won't appear much in the game until a certain time for that. (affected by real world time even during the story and after the ending)







Brilhart is the most complicated for the band member as the design, even thought she is only wearing a tank top with jacket and a mini skirt, the white lipstick with white makeup is matching for the gyaru fashion in the 2000s, and mostly the fashion on the character is maximum on the hair and the accessory for everything. Also her colour remains the same for the blue, green, and white colour scheme as main, yello is a complete side colour for accessories, make her fashion as vibrate as possiable.


This is one of the small character that is call the General Creator, which is the most generic creator overall when they are in their bed room, mostly on comfortable clothes on them. I did use them as the base for the game prolouge slideshow.


These side character designs are more focuses on the prologue of the game, which is not too much important but as the display of what the full purpose of the story is and what the MC will be facing in the time its her term.
The character on the left is the most generic looking creator and artists that is in the room, I did put them into different layers in the Procreate files so I can edited their poses when needed them in the scenes of the prolouge, they do had the blank face as the basic canvas for me to draw over them, also the reason was most artist won't show their face much


I did do the other pose of them where they are sitting, also thinking about how they sit in a different positions since they just doesn't look to sit right and still on the couch some what, I did use some of the official sprite of the character and re-adjust them to sit still on the couch, also redo some part of leg since legs are the most expressive part besides arms and faces. So I did some editing with the sprites and had the time to process what did I miss out. I also edit Maverick's shoes on the floor since he respect the furniture



There are some of the editing on the expressions on the characters for the speech bubble to express their emotions even thought there is a full sprite of the character, I do the design since it is easier to be close up characters emotions in the small speech bubble aside from the actual full sprite in the scene, also the angle I was depicting is hard to understands the body language, expressions on where they are facing, so it is a use of the perk of using expression sheet on the character.






Sprite animations
There are a couple more of the animations beside the classic sprite animations for them, like walk cycles, attack sprites, talking sprites, which had been an easy choice for making it true in Procreate since it only takes like 5 to 7 moving layers with the duplicating pages when make it in, then combine into a background when everything is done for that.
This is on another character walk cycle animation, who had done first with the one side of the whole thing before I can edited to the colour part of the animations. Or maybe the only one animation I can done was the lead character first then the rest of the cast can be later been animated

Then after I finished all the official character sprites for the main cast, I had the idea for making the animations for them with the exact assets for them, which I dragged them to the square canvas in Procreate, makes everything easier before the ractangle canvas for the walk cycle animation, it also limits the area of putting hit points for the characters.
First is Grace, which in conclusion it is better than the sketches since I had saparated all the layers into limbs and the body, which only the moving parts are the limbs, each side takes at least 30 minutes to finished, with fixing the details like joints and the simplicity on body language for the character. Then the flip side was needed some work on since I can just move the ribbons on top her head accesory. Then do the same thing for her back sprite animations. Took me 2 hours to finish and edit the animations alone for one character.


Then there was Lykke, who was a bit easier to animate because I know exactly where their knees bend when walking in any direction—right around the top of their over-the-knee heel. I use that as the pivot point for bending the leg and then connect it back up to the thigh. I also have to consider which way they're facing for each of the four animation directions. For example, on their left side, they don't have a forearm and have some accessories on their head, while on the right side, they have extra hair (even though their hair stays pretty steady, inspired by that classic Lego head design).
Also, the back sprite could use some work around the legs. I need to redo the heels because adjusting their perspective by distorting just isn’t working. My plan is to first place the tip of the heel on the ground and keep its shape in mind—a curve and a straight line, really. Then I’ll extend that line up to the top of the heel, painting sections in a darker shade of orange, and finally connect everything back at the joints.

Then there is Maverick, animating him on Procreate is a bit of a major work because his pants reqiure for consistancies when bend his legs in the walk cycle animation. This is after I moving the character to another canvas for easier task management for each layer for the animation, I then tween the important layer for the animation, which is normally 7 to 9 frames for the full animation, but I think about it, the walk animation can be done in 4 to 5 frames for only key frames. And during the production of animation, I had the idea of putting the
Then turn to the whole production for every main cast, the reason is so save some time for a 30 minute animating a second of animations with editing. It is also an inspirations on some games with the retro asthetics for how the walk cycle only has 4 to 5 frames for the walk cycle to handle the short
When animated the fight scene, I first focus on the selections to how the things work, also I only tested out for the delete function of the game not the bullet pattern for the
This is the rough sketches for the walk cycle, where I had focus on the sketches and outline of the characters that I had done for the small animations for that, even thuogh it is a bit weird to look at, but there are needed to be changes.
There were the test results for the walk cycle that only for up, mostly had minor changes on the frames that I duplicated, and the shading on the limbs and joints was intentional for me to easier to animate, also it is a stylistic choice for animation for walk cycle, and when need to impliment to background, which need to be tested out on After Effects.
This is a bit of shifting when making other parts of the animations with the familiarity with how I am going to work with the normal and the flip side of the animation of the characters. There were a couple of editing but everything is smooth and steady for the movement even thought I use the same thing for the similar facing movements.
Then there was Lykke since they were slightly easier to know where I can bend their knees forward when walking in all four directions, there were a couple of things that I could had possiably done in lesser frames when thinking of making animations on other characters that I can done on Photoshop.
Edward is the most simplistic overall, which all symmetrical perfect from head to toe of the character, noting to stand out as a character compare to the rest of the main cast, make him less stand out, also a perk which is quicker to be animated since there is not much detail on one character when make this animation on Photoshop.
This is the original edit of the sprite animation of the side characters, and it is boringly slow for all people and need to be increase in speed because how slow the sprite moves. But overall, it presented right on the spot on how the lead delete the character on commend and have the mouse curser as the lead, and it is subtly hinted that Glinix is behind the control at all things like keyboards and mouse cursors.
This is the edited version of the sprite where I had to speed out for the whole landscape on the fight scene for the main cast and how they are facing the encounters for that, I also use loop animations on the
Game cover
There is some cover art about the game, it can be either complex or just a simple illustrations that were easy to promot the game that I am going to make on the whole thing. It can put in the front of the book for game art, at the same time putting as the banner of the game.



There were couple of sketches for the book cover idea for the front page of the book, also import my story with normal illustration book from the first few pages and game illustrations that related to the content, this is for any approval for any further development in a game industry way, which all of them were 2D drawn on my tablet from a sketchbook.

This is some of the production of the book cover, which had some contained with the background were being textured first, then the focus is on the character, mostly only me and the Great Fairy of Life, which had added the layer of mystery that characters that gonna tease in the contant. which has a lot of areas that can be change later on.

Then I focus on the game banner that can promoting the game, I did reuse the front sprites of the characters for the base after finished all the main cast's official sprite art, I did think this can be better for saving times for me to draw them over and over again in different types of the media to making the banners and some types of animations.
The placements of the characters are intentional in the banner, I make into a force perspective for the main cast and her for an immersive look of the banner that The Great Fairy of Life always look after their actions through some ways, even though she only take a look them through a bubble and recall all the things that they done with the simple rewind and take a look when she is not always an eye of them also due to her respect for their boundaries.
assets
Items were important for every game that existed, one of the things are hand held, show on the menu screen to select, there were some important concept art and final art that I can done through the colour selections, it may need to inspired from real life stuff or online searching some items that can be inspired to be the weapons.
Item assets
Item names and funtions
This can only count as the label name of the items; I could be more creative with the naming on the items for the character assigned with the item, this could be in the future.
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“Magic” Tablet – endless battery life tablet, it is magical, listed on the things that Grace had to do with her and her teammates, it also let her attack with random doodles. (Dmg – 3. Max lv
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Spike Boxing glove – this is tutorial item that gave from Pernell, the boxing dummy.
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Building block Pile (custom weapon into a long range like a shooter or short range like a claw [based on Wild Claw weapon from Mario and Rabbids: Spark of Hope]. Only worked on Lykke)
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Mahjong cards pellets – This is only for Que Yu; he can shoot these from the auto Mahjong sorter. [Dmg: 3 – 5, times it shoots: 5 – 10. Every level d = dmg^ (+3), t = time it shoots ^ (+2)]
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Dice – worked on both Lykke and Que Yu, it had 6 side, this is the chance of how many dmg to the so call encounter characters for close combine combat. Roll in 1: 6 dmg. other roll = dmg^ (+2)
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Equitable colourful Drums – Maverick had the ability to use drums for sound wave attacks. [Dmg: 5. Every level = Dmg^ (+3)]
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M Toy Sward– it is a toy sward, alright, but it is sharpened for some reason. Grace holds it anyway for some damages [dmg: 5. LV = Dmg^ (+3)]




There were some notable things that I added for the references on characters associate items, selections for the items, with a couple of thoughts of the real life things that can based for the item that can for; from tablet to boxing gloves, I had think for a bit more of the indirect references for the character that can accociated with and the objects that were based around real life.
Then I had focused on the selections for the item menu of the day, which mainly focused on simple designs for the menu, I was thinking about the items were shrink in a simple style.
It is starting to become a simple concept to have a minimum storage for characters; nothing makes sense when it comes to storage in-game. I think it is fun to have a pocket that does not match the volume of the items and stuff in the bag.
I added another item sheet on the side and am thinking of how to make other held items in a 360-degree view. If I can animate their attack sprite when actions, I am struggling without the guidelines since they are mostly colour paint, so I am thinking what 3D app is free on the tablet, so I can be flexible with the concept design. So I got Shapr3D, which has the most basic tool I can use to make references with an actual 3d stuff with rectangles and circles, it is quite useful for making objects that are hard to make in full 3d in a 2d stuff.


I learnt a bit of 3D app online for easier to be figure to make a couple of the outline of every angle for the item. The colour is based on the character's clothing to be seen on the left screenshot, it is the reason for save some time for the production for the items, but I can't speed up the process in Shapr3D, and there are two things that I had done when modelling, using the shell tool for hollow the inside of the thing, and the Union for the combining the model together for easier to be move, also model together.


Background assets are the important for the gaming part of the entire background, like buildings, nature stuff that need to move when need for the reuse in the part. So most of the buildings and small things was separated from the background and into the board for the treasure for future reuse on certain scenes.



Even though there are assets are made from the background, I move them over for easier editing and readjust without removing most of the artwork that I had done on the original background that I had done. It is all fine for that, I can move on to different art board for other assets that can created. The stars were supposed to create a small animation of a save point, but later scrap the idea for that because of the similarity of the game I based of, which has the star as the save point of the game.
Then shift to the billboard of the In-Between Village, I was thinking of the texture of the billboard will be wood, so I got the browns and the yellows that were in the same spectrum, the text is hand-written for the design, then duplicated for adding another layer for having the layer for the text itself, I also adding some of the colours that is around orange to have the texture for the thing that I am doing with.
There are some more of the assets I can point out when designing after I move from the background, I did that because it is easier for isolates the assets with the background and characters, it also focuses on its rendering in the final when I put them in the background, make more easy to manage at one point.



This are the concept art of the assets for backgrounds and UI of the game, it mostly contained a lot of the angles that is needed to be made into the game, and have some of the editing to be made for that






There is some of the asset designs are additional after the second asset sheet, they usually as props for the background, but some were capable for using as the animations switch back and forth when interacted. Also I added a lot of small details on some of the assets that won't be notice much for the


This is the updated version of the in battle UI and the outside of battle UI, mostly controls like WASD and E buttons in the all computers and laptops. I added more colourful appearances on the part of the whole part of the system, I did think of how the UI system functions and select with one click in the go of the UI system.


I did update for the UI system for the overall with the selection bar that is within the editing on Photoshop which I can add more about the battle system of the attack scene with the square part at the centre of the game.
Background design
The background design needed to be a separated part when making the story and posters since there can take up one space for making the background illustrations alone, so it is the best for saving time when need to reuse background or assets for making the background.
Background info
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Real world – Where we all live but it is an alternate universe where all fictions can be true, like fairytales exists. Including fictional character that are aware about their creator that creates them.
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In-between village – It is a weird place of a cut between a real world and a fictional world. People build a living in that place; it is capable for all fictional characters to be real for temporary time with The Great Fairy of Life. The only ones that can accesses was people who create the fictional characters and powerful enough to make them a reality.
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Fictional World/The Land of Fictional – completely 2D in vectors and shapes, mainly pop out colours or muted colours. Adding that it contained of areas that connected, like the Starland amusement park, Elderberry Forest and more. Of course there are residencies on all fictional characters. (every fictional character designed by creators are canon in this universe, except Ai generated characters) (this is the world that is parallel on the Real World, which including some fictional world)
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Starland amusement park – It is an amusement park; side attraction is in the circus, hosted by Bruce Winster after his father’s hosting the circus since the 80s, had a lot of popularity since this is the entertaining locations. Also, there is an extension for the concerts that happens.
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Elderberry Forest – mainly appear fantasy creatures, they adapted through natures, some appeared in Fictional World, also attracts license hunter of Fictional World to hunted those who not existed in the Real World; either for a fraction of their body or the whole body for a taxidermy(pretty horror and fascinating at the same time). This sport led a lot of endangered species that people probably did not care much about. It is where Greta and her family, and Geralda and Norberto’s main ancestry from.
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The Dragon Den Lab – The place where Glinix were created and existed, and there are some more of that in the lab, where all fictional character existed in life after the sketches from different creator. Also experimenting with the life form, unknown curses and magics with multiple scientists.
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Empty void of clouds – Where the Great Fairy of Life is, it feels like heaven from the point of view. Also have boards for the people to stand on since she knows clouds are full of water droplets and ices, which really hurt when fall from great height.


I did use the brush tool on Procreate to make the scene a bit like hand painted for the background, it also had the basic layout for how the entire scene will be made in the point. I also separate from the main files and the background for easier background to be made. I then focused on the smaller design like windows, when I design windows, I use the light blue spectrum and make it in a 10% transparency, I then focused for a bit in the back where there are some of the details that people can be walk past on the time.

Additionally, I tested out different saturations, hues, and lighting for the background, this can easier to people to choose which one is better on finding out the game contained in the places.


There were thoughts when design the "In Between Village", the visuals were needed for the type that can be intense for the ow the backgrounds are constant changing from a complicating shapes to the more simple hand-painted background, not too saturated nor dull for the background since it make it so boring if it is references on the basic background from Google Earth.
I then had the think of mix from the fictional places that had the most unique house appearances from Nickelodeon shows, or some of the cartoonish overall with the colour uniqueness, these shows have some of the great inspirations for how they are looked in the housing design.


After putting the basic colour for the building, I start to add renders and textures for the building with the exact layer, it save time for confusing the layer for the colouring and the shading, and also make it looked like a crayon and painting building model with the brushes that is build in the app. (I tried for that)
Then I going with the rendering when I set the things at night, where I got the simple two colour on yellow and dark blue with adding effect Hightlight for luminous, it feels magical for the effect, there are the glowing from the windows and the front of the house even thought I don't add much details inside the house.


One of the challenge is the perspective and the colour of the background, so I research on the website "ColourHunt", it still useful for select a colour for the background without the greys and whites, that kind of boring when making the 50 shades of grey into every background most of the time (unless it is set at a soulless or depression in the films or games), I pick with the yellow and blue colour for adding the tone of the scene, also some additional banners that later on the building with colours that is bright and saturated for a bit like during when there are colour is a thing in the 80s to 2000s.



When making the full perspective map of the 'In-Between Village' map, I focus on the road first which is quite easy since I can make the road with dots, and I use the images from the website for the dots for save tons of time for drawing them one by one, then I use the filter to make it purple. The buildings were from the asset sheet which has a lot of the old results that I had done before the data loss, but had caught on, which assets are important when there are data loss on a whole map and have to redo on the map.
The reason I use the image dots for the road was to save some of the times I have for drawing the dots one by one, also it is for describing how messed up for the transitioning from the start to the finished.
I then have the idea for adding the port very later in production to serve as the point to back track to the start for doing side quests for the characters and some of the things need to grab in specific areas.


There are times that I reuse old assets from background, which is from pervious projects that I had done before, this is for saving up times I had to think for new background design since some of the characters in the rosters are existed over years and the background can be change and have a few adjustments, like colours, types of shadings, and the positions of the parts. Then I use the image from freepik, it is a classic circus tent, and I'm just using as the base for making the tent, smudging the stripe to the fitting shape, I then copy the flag and had the editing to the right colour.
As I progress on making more tent at the background, I had to deal with the slight change like colours, overall shapes, the flag on the top, I also included some of the shapes on the entrances, this was a stylish choice for me when making the flat surface of the
The inside of the tent is then renovated into perspective for how the character is going to move around the places, which is isometric perspective for every map area of the game background, it gives the whole view of what is going on in the scene, and also let the character fit in the. And when goes to shading, I using the screen effect for the shading of some of the areas that I had.


And there are more examples of the reuse assets for background which is great since I can think of the verity of design I can get on the house design after I got the colours on the houses, then I adjust the colour of the house to find out which one is the best design in my view of the background design. Then I had adjusting colours and the hues for better tone down for the eye adjustment since characters are easier to be recognised when they are in the background.


And there is including some of the charaters' house design from the 2023 project that I had done before, which I had changed a lot from the original, from adding the solid design and colours on the colour of the place. The reason is to be quicker on finding on older models of the houses or some of the object and repurpose into different part of the world building.
When making the background on The Land of Fictional, I am completely fine about that, but when exporting the images, I realise when putting into a full screen feels too full and too much for me to handle, it probably too much out of focus when looking at the full screen, hard to focus on one point of the game, so I make the boarders to help focusing at the centre of the screen.

There were some photo bash from the photo from my phone, I first photo bash as Pin Light into the grey colour that I paint using the Wet Acrylic pen, then I was suppose to edited the entire photo till become the background concept art, but run into the wall where I can not blanely copy what is in the IKEA showroom; let me duplicate the couch, the books on the shelf, and the lamp as the base line for more original thinking for me, a bit of editing at the photo bashed material to the more different approach and edit out some small details from the original photothen have some nice editing on that for matching the theme of the multiple colour and patterns in the room to draw into hand painted style.
The rest is me filling up the gaps with my head that happens to trying to matching the scene with right amount of colours like light purple for the walls, the orange mix with yellow (from one small section of the photo and multiply into that and sumdge over with the the pin lighting over top of each other.


At the design of Elder Royalberry forest, I focused on the tree designs and the road since roads in the forest are mostly covered in trees, despite I can not done a lot of diversity of trees, I can make a different approach on edited them into different colour scheme of the tree since trees don't look the same on each one.
Then after I uploaded the file on Photoshop, I added a couple of cherry blossom tree and photo bashed into one big blossom tree, it is set at the end of the forest and also the close to the cave of the floral dragon itself, the photo bashing progress is simple that takes me a couple of filling up the light spot of the photo with the same spot in the photo with the similar patch of blossom peddles with grass (it is not an easy recognise it is duplicated pattern of cherry blossom peddles). Then I separated the trunk and the peddle patch up for easier editing as a big tree and the patch of peddles and grass, which the tree edited to a big casual tree with cherry blossoms on (I planned to detail the tree trunk and the peddles on Procreate). After all matching together, I flip two of the layers and put at the top left corner and sign as it is ended of the part of the forest.

When I design The Void of Clouds, I use the normal brush tool in the brush sections to line out the semi-realistic cloud shape, then I use the cloud pen tool for adding different layers of clouds with different shades of blue and grey blue on some of the corners at the side, and initially, I did the same with different sections of the same location, it is a big hallway for the place, it also has a different sections for explorations and finding some details for how the characters were created in the characters themselves.
The chair was from the illustration vector of a sofa chair, then I layer in different colours on the chair for isolates different parts, all of that looked like the top tier of the character status at all.
Then there is a lantern that was added for the theme that is included in the hallway, even thought the places is already bright enough since it is in the sky with the magical barrier that gives enough oxygen for all creatures live and come in to see The Great Fairy of Life as report to either the missions and the character creations.
At first when I design the starter room, I thought of my room with some of the things that is presented in the room, so I did as the inspirations for the start of the room, then at the design of the desk, I forgot to add the boards that presents at the legs after I put at the
The few majority questions people will questions is. Why I am adding my room as the start of the game even though it is their POV from the screen, and why the POV is slanted where there is no obvious sky appear?
The reason is it is also The Great Fairy of Life's POV besides the players, she is the one look at how the character was doing for activity that is moving around and how Grace treat the fictional characters she created and design with heart and soul, either spare or delete them existence through one tap of the button. It also root the fact that people act like the

The few majority questions people will questions is. Why I am adding my room as the start of the game even though it is their POV from the screen, and why the POV is slanted where there is no obvious sky appear?
The reason is it is also The Great Fairy of Life's POV besides the players, she is the one look at how the character was doing for activity that is moving around and how Grace treat the fictional characters she created and design with heart and soul, either spare or delete them existence through one tap of the button. It also root the fact that people act like the




This is some of the testing for the colours for the background, which can test the choice for the audiences wants to see if I can have the time to fully develop the game with a team, also wanting to test for the hue, saturations, and shading of the finished art from the top left corner. Overall, it felt great when only doing is to duplicate the same background and have some testing up for the colours.


Then there are the day and night cycle, it was supposed to be planned in the game, then I figured, it is a bit hard to track the in-game time and real time since there are lots of areas to explore in different parts of the area, also it is more work for the whole schedule important time management for the game, so I remain it is a day part until there is any part of the development.


This is still a concept phases where there are testing on colours and position of the places, then think if I could be change when making the isotope view when playing the game.




I did my best for recreated my room mostly with the furniture, even thought it is consist of pink, purple, and white, I did add some other colours for blending in the minimalist look on the room alone with one warm and one cold colour. And that angle won't be shown again since I always want things to face the door while have the full view of the room alone, I also realise there are some of the errors I had been made.





There is one area is a port, reason is to make a main transportations from one place to another after almost the end of the game for back tack for side quests in game. I did not planned much of the port area aside from thinking of make a poster banner of the game with the transportations of the game


There is one area is a port, reason is to make a main transportations from one place to another after almost the end of the game for back tack for side quests in game. I did not planned much of the port area aside from thinking of make a poster banner of the game with the transportations of the game


This was the original design for the home for Carol and Glenna's house in The World of Fictional, it was a bit bright for the roof top and as the whole, also the spike on the roof is creative for my opinion but it was a bit flashy to see as the whole.


A couple of fixes like the hue, saturations, and the shading, which has a lot of editing for the overhead view for all the way, which has more creativity for me to edit different scenes in the further part of the scene, I also think about the making up some scenes in different angle perspective with the line up.




Then there is the boarder for the background, it is added later in the production after I think full screen feels too full and approaching for the audiances and myself even, so the boarder is added for the easy visible, even thought it can be a set prop for the game, which people can be make them away from setting for wider view of the map. (even thought there are some of the things that people won't able to see.)

There are some of the designs were came from actual photos like the couch, the decorations on the shelf, and the floor colour, then I edited over with brushes and adjusting the colours to match the vibe of the original photo I taken a while back, there are a couple of errors that I can be fixed with in the hours.




And there are a lot of adjustments for the background of the indoor, which having a couple of rearranging furniture to fitting into the canvas, and it make things much better when doing with the background alone, also there are some additional furniture that I needed to be done by then in the kitchen area where Glenna is preparing the tea for Grace and her team visit all of the sudden, which also have a cutscene where Glenna explain about the back story and have the real interactions with the creator along.




There are some scenes were repeated places that the team wondering around the place (still a concept art for the game), and there are scenes that lead to the end of the side quest of the game, which can encountered the dragon, additionally, I was photobash the tree and the flower peddles at the end of the path, save me a lot of the time spend on background. But there is some lack of editing when the trees, so I had to go back to Procreate for some extra editing.
Also one scene at the corner, I figure what filter is on the Photoshop, and one of them is the acrylic paint filter, make the entire layer feels like acrylic paint as a whole, so it feels right for the effects.



This is the end result of redoing the tree in Procreate, adding some extra shadings and rendering from the original pic and the tree colour, and it feel much better for how the tree end result actually look with some extra rendering on Procreate.




This is the third from the last area that character explore places which is an amusement park and the circus area, it still have some thoughts where ever the things were placed in one places, which is big as it seems, but I had to crunch down to few sections for easier to explore.



The original sketches for the background that is after the labatory.




Changing a lot from the sketches and have a lot of the rendering on the house after putting in the basic colour of the whole thing. I also figure what if I am just flip the entire canvas for better view point, which has the better impact for the point of view after the circus and the trip in the labatory.







There are a couple of parts where I edited the scene with the clouds also the positions of the chair, mixed with grey, blue, and purple as the main colour of the background, make it more light hearted for the

Game Prolouge
The intro scene is important for the game, and inherently the characters, I expecting that take like 30 seconds to a minute and a half for the introduction for the game before the actual game. Which had a lot of the perspectives for the important part of the story after I had written.

This is the concept sketches of the game intro sequences, this is only describe how the game started in one point, I did had a different intro sequences of the game about the history of why all fictional characters are not seen by everyone before become real and who is managing all the flow of the character.

There are some sketches for the characters on the work on the artwork and the perspective on making some character art and she is struggle with that. And she thought "hmmm, what if fictional characters I created are real?", created with the chain even for she goes asleep at night, then The Great Fairy of Life goes in for doing her magic stuff and characters exists for the moment.
I also thought of make some starting scenes about the target what character can interacted with, and the dialouges that they can be trigger when choose a selections of questions that people had been asking for.


Some additional ideas that I had though for each pages for the game intro, as I need to quickly sketches out the base of the page first after I written down the story at the bottom of the page, it was easier to envision the story when it was written first before the sketching and the making of every pages of the story.
As I was planned, I got the time for sketching out the layout of the introduction of the game, which is the prologue, which has sums up what happen before the lead character acknowledge the places and the rest of the main casts exists, which has some of the effects where things take places and it have some damages in the world.
I also reuse some of the character sprites for quicker in production but still keep the quality of the character with colours, poses and where they are facing. it have the quality that I have for continue for other part of the project. I also adding my actual hand as the references for one pose of The Great Fairy of Life, which makes it easy and faster to finish the art pieces.

Also including some character cameos for some of the scenes let people know that some characters were inspired from actual game characters, one of them was Skylar who is from the game Date Everything. The reason I did the official character was to

This is after I discover SoundTrap for BGM production, helped me a lot for the music production with some free samples, which I explain after the result of the storyboard of the production, and had some fun time for editing the background to be reverb in the Primere Pro, has some of the vibe of the introduction of the game.
Storyboard








These are the sketches that I can later interpreted into more colourful and more fundimental of the whole story, which has a lot of work, but if I included already finished work like character sprites and backgrounds, it had shrink down to some work to finish on small elements since I like to make consistace inconsistancies things.
Storyboard
These are the sketches that I can later interpreted into more colourful and more fundimental of the whole story, which has a lot of work, but if I included already finished work like character sprites and backgrounds, it had shrink down to some work to finish on small elements since I like to make consistace inconsistancies things.
Final result


The first two pages that contents references on medias and games when I talk about fictional characters like Pokemon, Doraemon, God of War, Harry Potter, and Date Everything, the character on the left is my character, but he can represent as the rubber-hoe and the 30s animation, which makes a lot of the fictional world be canon in my universe that is connected from one to another, and the Void of the Clouds are the transport point of different characters to make cameos on each other's shows, films, and video games.






The first two pages that contents references on medias and games when I talk about fictional characters like Pokemon, Doraemon, God of War, Harry Potter, and Date Everything, the character on the left is my character, but he can represent as the rubber-hoe and the 30s animation, which makes a lot of the fictional world be canon in my universe that is connected from one to another, and the Void of the Clouds are the transport point of different characters to make cameos on each other's shows, films, and video games.
There are some of the times where I had to edited some of the background music when showcase the prolouge, even thought they had the same outcome everytime with the showing in the
Game layout and teaser
With the game art already done for that, I had the plan to combine them into one place and had the test run, it basically making into a teaser gameplay with the animations and the illustration slideshow that were at the front of the line first to make an entry for teasing the first view of the game, which had not much for the whole game yet. It only for a couple of scenes to be made.
And the fact I do not have the skill to code the game like where the character react to the inputs, when they get into the store or somewhere inside the building, what certain input the character react to when do, additionally, I do not use ai for coding; so it is just pure animations that can layout what video game can be look like and hope people to pick up my idea for the game on social media and joins me for develop it into the full game.
Storyboard
There are storyboard that I done on Procreate, which is a simple sketches of the characters for knowing what they are going on the quest or exploring, making brief of the game making at the same time, promoting what is the story behind of the game, also some of the mechanics and the major ending of the game, which I though teaser trailers don't promoting much about the in-game stuff, only show parts of the game and its story by the start.




At later I can deal with this first, then can do one to two posters that can further promoting the game and pushing more contents about them.
Production

There are a couple of the animations and art I can put on After Effects and pushing some of the things I could had done before at first since I can only access all Adobe Softwares in College campus, And it means I upload all finished animations of the characters on the production, the first testing is the walk cycle in the background, it is important that it was needed for the

Then there are some editing with the original footage of the whole thing, which consumes time a lot, thanks for the tutor, he knew one trick with the gif animations which is Time Remap, which loops the entire gif animations for that, then type the expression comment of 'LoopOut()', and it can completely loop whatever I wanted. I then use on lots of the animations in After Effect that require them to loop in character sprites.

Then there are more editing in the backgrounds like how the things is bigger then a normal human, and the character is small, but I set it at bigger then the door frame even though the character is short, since I don't use the program that can let me do the whole gameplay simulations, so animation is the thing that I can do with simulate the important gameplay mechanic and how characters interact. And the indoor scene is not finished since I did not put the shop owner sprites and animation, it is still in production on Procreate. So most of the animations was done on the scene. And I can shift to other scenes.

This is a lot of the editing for the animation after I finished the side character sprite, mostly on adding animations for them, also. I figure how the mask works in After Effects, redoing what I can with the repeating animations like walk cycle and ideal animations, it is fun for that to be happened in the first place in the parts where I had to focused more on the character animations that needed to be done by first and far most.

When making about the a lot when making the animations on After Effects, focusing on the ideal animations, attack patterns on encounters, I did organised the timing for how the characters were moving to the side to let the screen plays for the bullet pattern to target the player and the MC, take some extra time for have some randomness on how the bullet patterns targeted even thought I could had just set the right one for any further production.
After exporting, I found the original clip was way too fast, so I go to Premiere Pro for further editing, slowing down the whole clip to 80%, and the start to extend a little with frame hold; then I cropped the fight sprite and slow down to 50% to 60% for better enforcement for how the actual animations will seem like in game.




This is the behind the scene of the animations in the game, mainly focus on how the characters move and positions and talk on the test, basically an interactions for how the game proceed to be working for when actually develop the game, it is a blue print, I also separated into different grid for the whole animation for better editing in Primere Pro so I know where to look at after export the animation on After Effects.

When making the animation of the ending scene, I must duplicate part of the background for better adjusting the environment, adding that I running out of time for making more clouds for the background, so I make the best I can on After Effects. And then I shift all the assets and backgrounds from the start to finish, which I did with connect background and background, and assets with assets.
Testing animation (mimic gameplay)
This is the first testing for the animation at the background and has my time a lot since it takes me a lot of the time manually positions the character every step she taken, additionally, I could found that boring since it is a plain area of the map, which led me to think much about the scene choice for testing any in-game stuff besides walking animations.
There are some of the animations changes for both of the animation since there are the same with the differences is the scale of everything, the first one is small and depends on the wide, which let me to point of view for an ant size in the big screen, and the right is an average size for eye comforting, also I fixing up and adding animations for the right version since some structures aren't visible for the up scale (literally) version of the animation on After Effect, so I do the classic scroll animations depends on the character camera view.
There are some readjustments for the backgrounds and the character appearances beside the first two animation that I had to done, I learn how to make a masking on After Effects, and it is useful for making the speech bubbles for the characters that I had created. The only differences is the position of the animations is different since the last animation did not save properly and lose lots of progress when I make animation in After Effects in the college library. But retain all files for editing and animations.
The next one add the selections for what the shop could look like, even thought it only appears to be only text since I can only limited for a certain amount of artwork produced for the backgrounds, assets, and characters.
This is the unedited version of the encounter scene, which has much uncut animations in different sequences, and the timing for the
This is the encounter testing for the small characters to the MC, I did for testing the ideal animations and the movement tracking animations for in game, and yes, it is heavily inspired from Undertale (the game). even thought Undertale roots from Earthbound from NES. I mostly retain the attack coding for targeting to the character alone.
This is the start of the
This is the original unedited version of the resting in the places with some of the dialogue that is in the game adding with some animation of how the character communicate with each other, which I can later be animate by then in like 2 to 4 hours in for one scene.
This is the original unedited version of the resting in the places with some of the dialogue that is in the game adding with some animation of how the character communicate with each other, which I can later be animate by then in like 4 to 6 hours for editing, readjusting, fixing in what just happen in one scene.
This is the fixed animation that I got after find some minor errors in the animations, I had fixed it on After Effects and had the time for focus on how the characters are going to be reserve the inforamtions how Grace coming in this place out of all times. I then did some editing and improvise how I cut out the non animated area (it is all in one sequences of animation on After Effect)
Brand Advertisement design and Game illustrations
I have the thought of after testing multiple designs of the characters, which lead me to think of how the characters change on different appearances and fitting for the theme and art style that I had planned to design an illustrations of the games art, mostly were references on different brands, series, and games the existed in the life, then I focused on the personal art pieces for the game illustrations and design
Game illustration
I done it mainly on Procreate after the sketches of the scene were uploaded from the sketchbook, it needed was the understanding of where the placement could be for the entire plan from the sketch book along.
Game poster
Writing (series of results)
Original planned Cast
This is the list of original cast that I was supposed to added:
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Grace C.
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Glinix (the Mary Sue of the story)
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Greta Gifford
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Angela Gifford
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Brian Vos
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The planet earth protagonists
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The Elscape team
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Carol Anderson
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Glenna Anderson
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Bruce, Kaylee, and Rosabel (siblings)
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Geralda Diaz
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Norberto Diaz
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Lykke Godt
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Maverick Fleetwood
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Edward Ting
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Pernell Strike
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Bently
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Izzie
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The Great Fairy of Life
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D&D main cast (background character)
writing progress

There were writing for the story on the documents and the easier tracking for how I am going to make the character in the certain plot on the story. Also thought of a crossover of my original characters from different series of games or show. Which had 20+ character in total, so I resolved with some were cut out to be mentioned in the book.
Note: all things were completely fiction (also out of logic). This is heavily based on Undertale, a choice-based RPG with a lot of small things. (Even it had spoiled all routes and story). It also makes some scenes into the game design pitch for the story with different design of characters that did not exist in the illustrated story.
Notes for reimagine
At most of the general idea where I had interacted with them if they are real, adding dialogues, self-talk about the things, which had vast of personality on them, how they talk, make some scenes feels like a fever dream for that when make re-imagine into different panels, like some animated films during the 2000s when there are some aniamted characters put in real life, adding the crossover characters from different series like Shrek with crossover with tons of fairy tales.
Story/Game Fact
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It can reset mid-run, but the characters can have Deja Vu when Grace save and reset every run she got.
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The Null represents from the players who play as the bad main for the entire run. (so, it acted as the player soul. And the Null = Glinix. This is the reason why Glinix not appear for the story after the fictional characters were alive from The Great Fairy of Life, she is nearby. (based on Jiminy cricket from Pinocchio, judging the good or bad deal for actions)
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The whole game was taking a day and a half for in-game time
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Speedrun the game leads to Lykke got to the bench with the rest of the team after Grace in the bench scene just to slow you down. [They got a bag of candy]
Story 1
Note: all things were fiction (also out of logic)
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Plot A
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Grace have an imaginations that were displayed on the minds of the young adult.
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Get snapped out from her imagination in the middle of the day.
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“Grace, focus on something more, there were more opportunities from being an illustrator” Grace told herself.
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Grace continued to do her things till the afternoon and had normal day as usual till bed. She lay there for a moment with thoughts
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“What if... all fictional character I ever created came to life?” As Grace thought lay on the bed looked up the ceiling. “It just makes me less lonely” “no, it just magics stuff”
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Then, Grace dozed off from the night, and the grand star shines for the wish from Grace.
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Plot B – magic happened
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In the middle of night, the great fairy magically appeared from the stars that shines.
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The great fairy looks at Grace and smile upon her tablet. “She such a dreamer, always wanted believed something imaginate and new”
The Great Fairy shift to the tablet and cast magic.
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Something magical happened, the characters designed from 2021 to know which all the complete redesigns. Also creating spaces that were previously fiction came to the real world.
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All wonder how they existed for the moment, and they shift off from various places in a shine.
But a couple of them escaped which later came back for Grace since they cannot bound from the room.
Other just sat around the place, figure how they were in this place.
Lykke: “it feels real at the same time magical” Lykke look at fairy “thanks the great fairy” while seat at side of Bently which comforts them.
Brian going near Grace, and snuggled at her side, and Grace wake with a moment and back to sleep.
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Grace wakes up with the sound of breathing, when Grace looks around the room for something and spots the first fictional character at the side of the bed, Brian, dozed off at her side.
Grace then scans the room then found out the others after open the lights. Shock to see her characters were alive at this point.
Feels magical and odd
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Carol “before you even say something” approach to Grace “we just existed for the great fairy; some escaped through your room”
Grace: “Fairy?” ... “you mean magic does exist, and the wish I got was a bit fun when all characters I created came to life” -
Glenna: “of course, right, Greta” (Greta is patting down one of the foldable couch beds.) Greta: “Yeah”
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The others just going through pack it up in her room and head back to sleep. The just tucked themselves to sleep at the second floor of the living room
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Some sleep near Grace even though they took over space.
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Grace’s parents found out with lots of noise in her room and the living room, and discovered a lot of characters that Grace created, it was baffling to see they sleep and behaved. They just ignored and resolved tomorrow.
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Plot C – Getting know each other
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Just as the morning, Grace’s parents tell Grace about the characters in the living room and her room.
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Let Grace explain the situations for the
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Grace and the team meet up in her room and think of the idea. Some think that was that there were some limits on moving from one place to another since Grace’s memory of the town and places.
-
Adding there are characters that appeared at the window, tapping and waiting for Grace
She started a script at the same time making pages. -
It contained a lot of character redesigns and finished the story
-
Plot D – explore the places
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It is the point where characters already introduce each other, ever since it was a one of the time crossovers for them in a book. (also, the aunt much of a plot for the whole unite of characters exist in one place)
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Introduce the D&D characters (I had done before). Which they got into groups and wonder around the town till the void.
They had discussion about getting back, also mention about the place looks different. -
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Which adding the layer of wonder how the characters able to find the creator despite the distances from the places.
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Grace adding connections between the panels with characters can jump in frame.
Which most of them come into the empty space (I am done for the fancy background)
Edward T.: “why the background white now” Bently “relax it is just burn out section of artist; she runs out of ideas of putting backgrounds” “also she going to go random ideas for the background”
(fine I drew some random shapes for background)
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Then it shifts to the rest of the part of the characters in the room, figure out what else to do with the time that they had, getting through different space I got for them.
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Also, Grace draws some part of the space for letting them back to the original universe. Or stayed with her.
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Where most of them put in the places where they were from, taking care of the things, that Grace needs to do with connect them together.
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Getting them a place for the new place that they make existing when thinking of unfamiliar places, they need to fit in the area and knowing the locals.
Sub-plot
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The band had thought of the new idea for the song. Maverick chimes in with the drum part.
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Carol, Grace, and Brian had a time together wonder around town, and gone to the river near Beeston. Let Grace make ideas for more background ideas when all fictional characters she created are alive. (w Greta and Glenna behind talking about their recent life)
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Maverick, Lykke, Izzie, Pernell, Edward Ting, and Bently had maintained the house around, then, Maverick and Lykke got out and found Grace and have a hangout with the rest of the team.
Story 2
“What if all fictional characters I created came to life and united together and hang out like a normal people?”
Format: Illustration Book
Story
Note: all things were fiction (also out of logic)
Plot A – introductions of the story
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Pretty normal day, Grace has an imagination that were displayed on the minds, thinking for how her character were designed.
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Get snapped out from her imagination in the middle of the day.
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“Grace, focus on something more, there were more opportunities from being an illustrator” Grace told herself.
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Grace continued to do her things till the afternoon and had normal day as usual till bed. She lay there for a moment with thoughts
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“What if... all fictional character I ever created came to life?” As Grace thought lay on the bed looked up the ceiling. “It just makes me less lonely” “no, it just magics stuff”
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Then, Grace dozed off from the night, and the grand star shines for the wish from Grace.
Plot B – magic happened
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In the middle of night, the great fairy magically appeared from the stars that shines.
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The great fairy looks at Grace and smile upon her tablet. “She such a dreamer, always wanted believed something imaginate and new”
The Great Fairy shift to the tablet and cast magic.
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Something magical happened, the characters designed from 2021 to know which all the complete redesigns. Also creating spaces that were previously fiction came to the real world.
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All wonder how they existed for the moment, and they shift off from various places in a shine.
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Grace jolted awake with the sound, and got up from her sleep, then notice her characters start to appeared in her room.
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Some light had escaped into somewhere in the void with the Great Fairy guidance
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Grace walk and open the light and let the characters a bit adaption for the reality that they existed. They all checked for their appearances.
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Carol: “it is kind of weird that we all alive, with different crossover characters”
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The Great Fairy: “yes, especially to Grace, you had to found the rest of the characters, probably nearby”
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Grace: It is a kind of a fairytale kind of thing.”
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The Great Fairy: of course (flashed out from existing)
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Some sleep near Grace even though they took over space.
-
Grace’s parents found out with lots of noise in her room and the living room, and discovered a lot of characters that Grace created, it was baffling to see they sleep and behaved. They just ignored and resolved tomorrow.
Plot C – Getting know each other
-
Just as the morning, Grace’s parents tell Grace about the characters in the living room and her room.
-
Let Grace explain the situations for the
-
Grace and the team meet up in her room and think of the idea. Some think that was that there were some limits on moving from one place to another since Grace’s memory of the town and places.
-
Adding there are characters that appeared at the window, tapping and waiting for Grace
She started a script at the same time making pages. -
It contained a lot of character redesigns and finished the story
Plot D – explore the places
-
It is the point where characters already introduce each other, ever since it was a one of the time crossovers for them in a book. (also, the aunt much of a plot for the whole unite of characters exist in one place)
-
Introduce the D&D characters (I had done before). Which they got into groups and wonder around the town till the void.
They had discussion about getting back, also mention about the place looks different. -
-
Which adding the layer of wonder how the characters able to find the creator despite the distances from the places.
-
Grace adding connections between the panels with characters can jump in frame.
Which most of them come into the empty space (I am done for the fancy background)
Edward T.: “why the background white now” Bently “relax it is just burn out section of artist; she runs out of ideas of putting backgrounds” “also she going to go random ideas for the background”
(fine I drew some random shapes for background)
-
Then it shifts to the rest of the part of the characters in the room, figure out what else to do with the time that they had, getting through different space I got for them.
-
Also, Grace draws some part of the space for letting them back to the original universe. Or stayed with her.
-
Where most of them put in the places where they were from, taking care of the things, that Grace needs to do with connect them together.
-
Getting them a place for the new place that they make existing when thinking of unfamiliar places, they need to fit in the area and knowing the locals.
-
Carol, Grace, and Brian had a time together wonder around town, and gone to the river near Beeston. Let Grace make ideas for more background ideas when all fictional characters she created are alive. (w Greta and Glenna behind talking about their recent life)
-
Maverick, Lykke, Izzie, Pernell, Edward Ting, and Bently had maintained the house around, then, Maverick and Lykke got out and found Grace and have a hangout with the rest of the team.
Plot E – Fairy approves
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When reaching the end of the story, Grace and the team get to the end of the story, and the great fairy appears.
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The Great Fairy: “you had never let them back to the tablet, you are a great person, then you had the ability to choose them to forever existence till your end.”
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Grace: I guess I will let them existed then
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Then all of them had the ability for the
Gave up the story for a bit for the story 3 (change some story and extend as a game design)
Third story
Part 1– introductions of the story
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Pretty normal day, Grace has an imagination that were displayed on the minds, thinking for how her character were designed.
-
Get snapped out from her imagination in the middle of the day.
-
“Grace, focus on something more, there were more opportunities from being an illustrator” Grace told herself.
-
Glinix at the side of Grace suggest “you probably rest a bit after a while of looking at the side” “adding that anything can be possible”
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Grace continued to do her things till the afternoon and had normal day as usual till bed. She lay there for a moment with thoughts.
-
“What if... all fictional character I ever created came to life?” As Grace thought lay on the bed looked up the ceiling. “It just makes me less lonely” “no, no, it just magics stuff”
-
Then, Grace dozed off from the night, and the grand star shines for the wish from Grace. Glinix looked up and watch the magic gained the wish from Grace. She sit at the side of the couch bed, doze off “such a dreamer...”
Part 2– magic happened
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In the middle of night, the great fairy magically appeared when the stars that shines down to Grace’s room.
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The great fairy looks at Grace and back to her tablet. “She such a dreamer, always wanted believed something imaginate and new”
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The Great Fairy shift her wand to the tablet and cast magic.
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Sparks appeared; the characters designed from 2021 to know which all the complete redesigns. Also creating spaces that were previously fiction came to the real world.
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Including Glinix who is at Grace’s side for the moment, she gets real. (she also disappeared from nowhere which become the judge of the whole story)
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Grace opens her eyes from the light that the tablet weirdly open and notice the cosmic magic from her tablet and the great fairy, which had her time for process for what is going on. Watching all characters she created come to life
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All wonder how they existed for the moment, and they shift off from various places in a shine. It is time for her to act.
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Some light had escaped into somewhere in the void with the Great Fairy guidance
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Grace walk and open the light and let the characters a bit adaption for the reality that they existed. They all checked for their appearances.
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Carol: “it is kind of weird that we as fictional characters, all come alive, with different crossover characters”
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The Great Fairy: “yes, especially to Grace, you had to found the rest of the characters, probably nearby”
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Grace wonder for a moment “It is a kind of a fairytale kind of thing.”
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The Great Fairy of Life: of course. Also you can make them deleted forever with some act, or spare them for life, learning if you are a good person or bad person, tell me in the void when you gather all the characters.
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(leave choice to player’s content in the next moment)
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(but it was a story, so it was Grace’s control)
Part 3 – Getting know each other (decision)
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Now of silences, Grace breaks the ice. “Should I doing with you guys.”
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Lykke, the only Lego who is sentient and was on the shelf and got down from the ground. Lykke “Maybe probably resolved tomorrow.”
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Which had them all close their eyes
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Tomorrow hits.
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Grace notices the box that shines, never thought it existed. The characters explain the situations to her parents and double confirms from Grace.
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When Grace tries to find them, they all scattered into different places for Grace to explore.
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“I guess fictional character can be everywhere now” Grace think. It also left a couple of them in here to be Grace’s travel partner.
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After looking at the box, the curious had exiled the best from Grace where she got the magic tablet that looked like hers, which had the ability to spare the characters she had, or permanent delete them from existing.
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The text appears as a hologram from the tablet “you must do the choice for delete each of them out of existing, or spare all of them one by one when encounter them”
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Then it is a tutorial when Grace tests out the magic of that tablet. Pernell suggest: “well, it kind of set for the tutorial, let me just being test”
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It is a test between Grace and Pernell (the boxing dummy), which Grace take a couple of talk then spare him immediately, he did attack a couple of times till final heart, then he spares since it is just training for a tutorial. Pernell: “wha- why aren’t you being the fighter, you decided to be a chill see you later in further story”
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(If the player deletes Pernell... Pernell “you just, did it, deleting me out of existence, you don’t even think in a second, hope you take the bad ending”)
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Lykke was eager about goes beside Grace as the companion for the journey, they ask “should I beside you for assistances” Grace: “maybe you could, since I’m just readjust that you guys are real. Imagine meeting the others.”
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Leave Grace to go for a bit outside to the end to found out with her travelling friends that can make the finish part.
Part 4 – explore the places
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The mission is started, with most characters gone out to explore the world with Grace along.
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Most of encounters were alright, mixed between creatures that Grace probably won’t recognised anymore. [either spare or delete them with different act]
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Then Grace start to goes to the in-between villages, encountered some more of the characters who live there or nearby, mostly interactive [or delete most of the thing the town silences when to the in-between villages]
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When Grace gone to the village, she met two of the familiar faces yet not confirmed is Geralda and Norberto Diaz, the siblings of the Avian characters, with the feathery had flow down from them when approach. Both negotiate with Grace despite they know Grace is their creator. Geralda: “you appeared early for the time, never going to say hi”. Norberto smile “it is glad just seeing you between dimensions.” [Genocide route (after delete all characters from the in-between villages) – Geralda and Norberto seen the change of Grace but never mention it, Norberto said this is a weird rock. Geralda: “Norberto don’t say that”. Lykke: “you should act at least human for that, Grace” They had the negotiated with Grace. if deletes Geralda first, lead Norberto to be flea to the end of the in-between village to challenge Grace. If delete Norberto first, Geralda morn for her brother’s death because how great he is. Let her increase damage but lower her defence.]
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Take a while for them to discuss for further progression. Spare them, let them invites you for setting up the home cooking with Geralda, and Norberto’s room tour, it is a thing knew about different creatures and cultural differences despite Grace had created them.
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SHOP/CAFE: the adventure squad from D&D was at the corner, talking about their next stop, and Greta, the dragon centaur runs the shop. [the difference was about the genocide route, the whole café was empty, and Greta had fear the worse could happen to you, and away after you bought something and left the shop]
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Encounter the adventure squad for the mini game, you can had fun or just delete them.
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Then, head to the Fictional world, which there aren't many encounters, despite Norberto had told Carol about the human that he and his sister encountered, which let Carol for rushing in the road for find Grace.
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Which lead to the middle of the Fictional world, Grace has meeting Carol first for her monologue that how she looked up for her half-sister Glenna, it also triggered for the thematic fight. Which had let Grace listen about Carol’s stuff, also told about Grace’s story despite Carol know about a lot.
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Carol had going through with the small battle, let going to be friend. (which if delete her, her dialogues goes “why should I trust you if you create and want to be my friend”)
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Trigger the scene with Glenna if either spare or delete Carol, if spare Carol, Glenna glad that Carol goes back. Glenna: “Glad you back, Carol. Hi Grace, you get this far for meeting with the characters” which means skip the entire section of battle.
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(Genocide route/Natural route: If deleted Carol, Glenna start to confuse and frustrated from what had happen, which lead to lashing out on Grace after Grace told Glenna. Start a turn base battle.)
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Grace head to the Starland amusement park, they had fun, a couple of encounters of some of the characters and getting fun for the time. (completely skipped as the genocide route to the backstage since there is no introduction from character to character)
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It is time for meeting the circus members, which Grace had a small invitation for the main stage to have a fun testing for how the new entertaining circus. Bruce: “Well, it isn’t the old familiar, Grace. We just going to the basic till we to the backstage” (which mostly were an average circus acting feels and looks like) [Genocide route – Bruce mentioned that Grace looked different from the start after they knew about Grace, and feels like you, no one came because of you, which straightly to the battle]
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And to the backstage where they had the time for best challenge for the audience live. It worn out Grace because she does not use to high physical movement for the hour, which had let the guards down for the team members and let Grace took a break. [Genocide route – Spare them cannot let them down, Kaylee mention “you had deleted most characters now, what you going to do, spare us?”… … (second attempt) “… Please don’t do that”, which led to them got deleted] [Neutral route – Rosabel mention “you are being the mean one, even you had spare them quite a bit]
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Lykke was a bit out from the theme park for too intense and loud for them, Grace had to catch on for them but got stopped in the way from Maverick. Which leave Grace choose to stay out from them from a while. (for Genocide route, if you decide not to obey Maverick, triggered a fight that Grace had to delete Maverick that he never gets in her way]
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Grace and Maverick then move together, discussing the determine dream that Grace want to become an illustrator and game designer. They then found Lykke on the bench near the exit of the theme park. There is a moment that Lykke had been seen many people and how Grace reacts to them[if Maverick was deleted previously, Izzie and Que Yu will come out with the side from Lykke to asked what happen to Maverick, lead to Grace no speech, attack them both off limit which isn’t a battle. Lykke was startled but decide to not mention about that]
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Then, Lykke lightly mentioned “Let’s find the Great Fairy of Life.” Which lead the team. Which leave Izzie and Que Yu behind the carnival when they had some things to done.
Part 5 – Ending
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It starts to come together when Grace going through with the positive ending that she did not knowingly do, she goes to the hallway near the staircase, meet the last one, Lykke, they saw the whole thing unravel.
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Which others left at the gates of the void of clouds for the moment of silence
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They judge you for what you did.
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[Pacifist Route: Lykke happily accepts Grace without trigger a battle, they figure out for how Grace was being gentle and act right for others, they stick with Grace to the rest.
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Dialogue: “you had made it to the end, wowsers, it is surprise that you understand that peace is right way, even people find it weird and difficult to do that”]
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[Natural route: Lykke doubt a bit for how Grace act and call her a “certain character” murder, but still let her past, but they stay behind from going there and did not trust Grace the same again.(Dialogue - “it is amazing to tanked to the top. I was amazed, but still doubt about you can delete me” (if deleted Maverick) “Even you deleted the brother of mine, you filth” -“you can get pass I am stay behind for now]”
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[Genocide route: Lykke completely distrust Grace from what she had deleted, and they knew that she is completely different personality which isn’t her anymore. Trigger the final judgement of fight, which their level is at the same as Grace, with Grace’s unsettling fight for 10 minutes, Lykke got the final blow and had permanent deleted]
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(Dialogue [before fight]: “I must say, you look completely different since the start. You filthy creator, delete my brother, Maverick,” “You should be ashamed that what you had did for the fictional character that YOU had created, Grace, I know this aren’t you now... ... We should fight right here”) (Dialogue [after the final blow]: “I’m a fool, I shouldn’t never trust you from the start, even thought I could change you in a way”)
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Grace then head to the gateway to The Great Fairy of Life with her pals.
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The Great Fairy of Life was surrounded by the cloud of TVs where she can assets for the whole point of the action Grace had done. Which she had turn to Grace and speak to her
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Pacifist Route – Great Fairy of Life smile at Grace from what she saw, she stands close to Grace and speak: “you quite a great creator for the characters. Which lead you to have the moment to make them real”. Which grand every fictional character Grace had created to real. And had the happy ending that everyone wanted, keep them real.
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[Natural Route – Great Fairy of Life had to decide to spare Grace for a bit, let the rest of the fictional character existed in life]
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[Genocide route – Great Fairy of Life won’t recognise Grace as the human she was, she said: “you quite a disappointing... whatever you are, I was afraid for you, or had to eliminate you” And just to get deleted from Grace without control with the help of The Null. She appeared after screen when blank. She has the similar colour to Grace, and she speak “You happy now, everyone is deleted, it is quiet, and you are satisfying for that moment. Unfortunately, there are their remains created me, I am nothing.” and then just going to end the player]
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Other reactions from The Null [pacifist – “you make it… You are making memories for characters of yours needed” [Neutral – “It is funny that you had getting through with the neutral route, delete some characters just for fun, most who remains sees you as a ender for their closes people”]
Suggestion of change

I had put the document of the story on the teams for need to help from others' opinions on my story, also with the idea of the project, which can helped me with the idea for how to finish the story or suggest and changes in the middle of the story to make it shorter or longer.
Suggestions from Teams
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The overall plot is good. The only suggestion I can really give is, if you decide to do the lllustration book, I'd go into more detail regarding each character you have created, if you haven't thought about that already. (Tom)
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Great that you are doing this Grace, but I doubt anyone will have the time to read the whole thing, you need to summarise. (Liam)
Suggestions from forms
Honest review (from my younger brother)-
Gameplay -
Far too vague, to be judged like the saving and deleting what's the process between doing so, Talking? A turn base fight like Undertale? If so what are you doing to separate yourself from the sea of turn based rpg? (Doesn't have to be battle based mechanics for example Undertale isn't unique in combat but explores emotions in the rpg monsters you fight and the pc themselves which is a fresh thing when it released)
Also why does speedrunning cause a cutscene, just why? That doesn't contribute to gameplay at all
Story -
It's a forced chosen one narrative, not saying it's bad but you're just using stock setting with no change, you need some change
Why did the great fairy make her drawings real. It's a Pinocchio style opening but unlike the film's wood carver Gepetto it's not a reward of kindness and love and also wishing upon the star. Nope she just randomly gifts a person because they dreamed good.
Why does Grace even need to spare the characters. According to your story they're going about their normal lives not doing anything wrong at all.
The character deleting thing just feels forced, there's no reason to delete them, they won't actively block your way or even harm you by forcing combat (much like undertale monsters).
Like I get you're heavily inspired by Undertale but your's doesn't make sense, Undertale spares monsters because they attacked Frisk first (Sparing means Forgiving someone) while killing them is Frisk doing self defence. Grace needs some actual motive to do either of those things.
And characterisation, be careful when using your current OC's, by building characters before the world may lead to people not understanding and knowing the characters.
Continuing with characters, there's way too much with ~25 casts! Cut down some of the less relevant people (Another Undertale comparison, there's ~14 Major characters, each extremely intertwined so they're a memorable group.) Now it's fine if you want to keep the number, but you have to let major characters that talk a lot appear more than once and have connection beyond their own original group, like the siblings should go beyond the two and connect with other characters makes them more memorable and more human.
Also GRAMMAR and SPELLING I'm getting strokes in my mind trying to read your document
Endings -
Three endings, cool
But why. Why did the great fairy get deleted like the drawings when she's not?
Null needs a solid dose of foreshadowing like maybe Glinix gaining small features every time she kills? Until the big reveal where the Glinix rips off its shell and ascend to Null hood
The good ending is the most bland, because it means the good ending involves the players not doing anything. Which isn't engaging game design at all.
Neutral ending exists for the sake of existing. The Great Fairy spared her, then? What other consequence other than guilt?
Bad ending exists for no reason at all (At least with Undertale you did what a human during the great lore war at the exposition would've done. Killing all monsters showing that humans never changed. And also reminiscent of old RPG where you kill every monster you see)
Final though, they whole story just sounds like a boring visual novel. There's no tension if you never delete anyone and there isn't even a reason to delete them. Also what's your games message? Entertain, Inform, Educate? Pick one or two for your game, then it'll make game creating much more engaging.
Source (I made it up)
If you didn't read all that, here's the gist, Story bland need change, Gameplay vague need information.
Actual Final review. (This time less heated and more structured, was being way too critical in the first one) Motives for characters, there's no push for the player to delete them, cause why wouldn't the actual protagonist spare everyone if the character, when they know each of the drawings and is the creator of them. The Great Fairy in terms of writing creates a chosen one narrative. A Cliche not bad but you need to spice it up, for example the reason for her choosing the protagonist is far too simple for a world changing effect (literal drawings going into the real world) Null needs to be foreshadowed, it coming out in the end feels too sudden, there's no mention of it at all (It's like Chara but without the foreshadowing from Flowy and related Items) There's way too much characters only existing in specific areas (literally and metaphorically), the whole thing feels disconnected and dead, characters don't go beyond their own group, there's no interaction except with the player. It could be interesting to see multiple characters from multiple completely different settings, ideas, experience and values interact. You can even make this your theme. Number of characters - I still have a problem with, it makes each character not as memorable, unless that's your goal. But if you aim for them to be memorable, allow them to appear beyond their area, doesn't have to b their body even just mentioning their name and what impacts they've caused works. But even if you do that I recommend cutting down the numbers. RPG system - Same as first time still, far too vague, you mention battling to delete or spare. Don't know the process of battle.
Notes for rewrite the story (from the collected suggestion)
Mainly for the suggestions from the people I had posted into the form, also it is a solid in one combine suggestion in my words for what I need to improve the story
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The Null/Glinix must be foreshadowed or reveal herself in a certain point of the plot when interact with the team, either subtle foreshadow or appeared in the last point of the story, like how flowy did during different run (not just mentioned Glinix is everywhere)
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Characters need to be memorable with solid story.
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Don’t be vague about the battling system, need to detail and listed out what happen in the battle system.
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How the team interact to each other during the journey with changes depend on what run the story goes.
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How the characters going to interacted outside of battle and something that spor
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How the protagonist change depends on the choice (a lot of twist and turns)
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Cast list change, since there are lots of them, I need to crunch the list to at least 5 to 10 people to easy track only by myself, from separate to the main and the side. It’s for my good for focus on easy character on resonation.
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Need to have a great execute point.
Other questions
There are some other questions beside the basic opinion for the changing up the story, and I'm answer here. And I never lie about the truth of making the game as a game designer.
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How do you plan on making it. Yourself? Hiring programmers?
First of all, I'm only for the designs, sprites, some animations, and the story of the game, it is still just a pitch for find other creators like the idea. Secondly, I'm not make the whole game by myself with the three months it could be impossible, I'm not the best programmer for make the game alone. Thirdly, an indie game can take up years for make even with a team of expert/new programmer, designer, and marketer, including finalising the designs, improve and add animations, marketing and campaign from people if they actually like the game I pitch at the start. So it is just a design and animations, and story of the game, the surface of game development, make things exist first.
Asking from professionals for writing advice
It is a huge leap from asking a professional from writing story for games, mainly for their advice for writing on the story layout, from how the game progress goes with the story and how the characters being memorable to each part of the democratic audiences. It is an extended things that were capable to do with asking some game writers for advices for how I can make character writing better.
Even though I think they aren't responding much for the questioning, so I'm just keep searching from different opinions


ArtscapTale SoundTrack
There are a bit of time where I produce the music soundtrack for the game, which only for the prolouge and the teaser of the game, it also have the decisions for switching up the tones and the sounding of the music, which is fun at least for part of the production of the teaser and the whole game desing where I can switch up the tone besides finding a music on multiple royalty free website.
And the reason is easier to get away from any copyright claim or legal action on some of the music I want to put into the prologue and the teaser of the game, and it is fun to make music with some free sample of the instrument and become BGM for the game.

At the same time, there are some of the samples that can loop with others, some were has similar sound length then the other and has the similar roots of the
There are a bit of time where I produce the music soundtrack for the game, which only for the prolouge and the teaser of the game, it also have the decisions for switching up the tones and the sounding of the music, which is fun at least for part of the production of the teaser and the whole game desing where I can switch up the tone besides finding a music on multiple royalty free website.
The reason behind the making the music is I can not get any copyright claim or legal action on some of the famous music I want to put into the prologue and the teaser of the game, and it is also fun to make music with some free sample of the instrument make into BGM for the game.
This is part of the ending scene where characters explore the end and had think of the theme will be more like in heaven and somewhere that is lighthearted, so I use common musics and instruments that used in catholic churches, which has create the more calming music for the theme song.
